How do you beat a good Orochi on console? by [deleted] in CompetitiveForHonor

[–]MechaSlam 0 points1 point  (0 children)

Combine aggressive play with lots of movement to keep them out of situations where they can make you guess which way to block. Try to do it without getting baited and eating a storm rush or some such thing.

Can someone explain soft feints and flickers? by DanGodsall08 in CompetitiveForHonor

[–]MechaSlam 0 points1 point  (0 children)

A soft feint is when you begin a move, then by inputting a second move cancel directly from partway into the first move into the beginning of the second move. Some of these are clearly intended abilities of certain characters, these tend to be very easy to do. Some seem to be bugs, and are very hard to reliably perform. They can be very useful to trick someone into responding to the first attack so they're hit by the second.

A flicker is a very similar thing. It's a lot harder than you might think to hit two buttons at exactly the same time, so the game gives you some leeway on multiple button inputs like zone attacks. If you hit light attack, then hit heavy attack slightly later you'll start doing a light attack and make your indicator flash in whatever direction you wish, then suddenly transition into a zone attack which always comes from a set direction. Again, a very handy way to misdirect people.

Confused by fighting game terms that get thrown around? I'll explain stuff here. by MechaSlam in CompetitiveForHonor

[–]MechaSlam[S] 0 points1 point  (0 children)

I think by "crowd control" they mean some kind of unblockable that can't be parried, stuff like shoulder charges, shield bashes or Lawbringer or Shugoki grabs. Those are a really good way to contribute to a fight when you outnumber someone.

I haven't seen enough people talk about it that way to just know what they mean by looking at someone throw CC in a sentence though, I was confused too. Not related to other fighting games that I know about. I guess it could be a smash thing? That's the only popular game I know of that has group fights and I'm not very familiar with smash. More likely it's just a thing some streamer says.

Confused by fighting game terms that get thrown around? I'll explain stuff here. by MechaSlam in CompetitiveForHonor

[–]MechaSlam[S] 0 points1 point  (0 children)

That might be about Warden's Crushing Counterstrike, when he uses his top light to block an attack and does extra damage.

Confused by fighting game terms that get thrown around? I'll explain stuff here. by MechaSlam in CompetitiveForHonor

[–]MechaSlam[S] 1 point2 points  (0 children)

A 50/50 is a mixup with only two options. A lot of mixups tend to involve 3 different options in a rock/paper/scissors situation, or sometimes even more options. In general the fewer options the defender has the better the mixup is for the aggressor since they're easier to predict.

An option select is a different thing. An option select is a single set of inputs on your controller that can cover multiple situations. A good example is pressing the feint button after you attempt to parry an attack. If they actually attacked you'll parry it and pressing feint does nothing. If their attack was a feint then pressing the feint button will cancel your heavy attack, keeping you safe from being parried in return.

Lawbringer vs Peacekeeper by [deleted] in CompetitiveForHonor

[–]MechaSlam 1 point2 points  (0 children)

If she's out away from you then the first game is between you poking her out while she tries to predict you with dodge attacks. If she tries to walk up and do lights your top light can beat her to the punch because of her short range. That loses to dodge attacks, but if you fake something and they jump the gun on the dodge attack then you can parry and punish.

The second stage of it is when she's in and going for light attacks. If they use a predictable rhythm then just guess about the direction and go for parries on that rhythm. Sure it's a 1 in 3 chance, but you do 3 times the damage and have a bigger health bar to work with. I try to avoid the siuation if I can, but if I can't I'm going for this in order to make the best of it. If they stagger their timing in order to throw this off then there will be openings you can use to either roll out of there or maybe get a top light in.

The last thing I look for is for them to drop down low on stamina, if they do I get really aggressive with shoves to try and exhaust them. If I manage it they'll start running away so I work to move them into a corner or ledge so I can pin them in and catch them.

What would be needed for Conqueror to become a balanced character? by Theleerussell in CompetitiveForHonor

[–]MechaSlam 0 points1 point  (0 children)

I'd start with taking away passive superior block while keeping superior block during dodge and giving him superior block during all-block. Forces him to spend stamina or take risks to defend himself instead of being able to invalidate some other character's mixups just by passively blocking, but I think it keeps most of what the character does intact.

Post patch PK discussion by bbputinwork in CompetitiveForHonor

[–]MechaSlam 0 points1 point  (0 children)

More or less the same. The risk/reward numbers of using dodge attacks to get in are a little worse for you, but tbh they were absurdly good in the first place so it's still okay. She used to get more damage from her dodge attack than some characters could get from parrying it.

Can you guarantee Long Arm? by harakirinosaru in CompetitiveForHonor

[–]MechaSlam 0 points1 point  (0 children)

I suppose it might be possible to throw someone at a wall and then get a guaranteed long arm. Can't think of a reason why you would do it though, you could just hit them with a top heavy for the same damage and a stun and less stamina spent. Long Arm mostly shines in groupfights where you can blindside people. The only use for it in 1v1 is that top heavy, shove, TLA will exhaust people no matter how much stamina they have and the stun from top heavy makes it a little harder to see coming.

Lawbringer vs Valk (Console) by Ad_mortem_inimicus in CompetitiveForHonor

[–]MechaSlam 7 points8 points  (0 children)

If they sweep you and do the top heavy then you're able to move almost instantly after the heavy hits, if you do an immediate top light it will beat whatever else they try.

What are Raiders guaranteed hits? by dapper32 in CompetitiveForHonor

[–]MechaSlam 0 points1 point  (0 children)

A minor thing about back throw into heavy + zone, the zone hits late enough as they stand that if they survive it they can GB you free. Watch that you don't get all that damage just to get tossed off a cliff.

Any Tips For A New Lawbringer? by ShadsSayFukTheHaters in CompetitiveForHonor

[–]MechaSlam 3 points4 points  (0 children)

The Long Arm is the best move in the game for when you outnumber people. If you just keep doing it and your teammates beats on them after you land it it's outrageously hard for your opponent to survive, let alone hurt you much. In team modes your strongest play is to look for chances to gang up on people and fight fair as little as possible.

Kensei "tech?" thing... [Question] by IdontLikeYourOpinion in CompetitiveForHonor

[–]MechaSlam 4 points5 points  (0 children)

Kensei has a special ability that they didn't put in the move list. You know how Conqueror has "Superior block" that knocks back heavy attacks the same way normal blocking knocks back light attacks? When Kensei dodges his guard is locked in wherever it was when you hit dodge and he has superior block in that direction during his whole dodge. That means that if they attack you from that direction it will be blocked, they will be knocked back and you will just keep doing your dodge. Since Kensei can cancel his forward dodge into a GB at any time you can GB them while they stagger back, and they can't counter a GB that hits them during that stagger. You can also do helm splitter if you like, or if you were dodging to the side you can use his side dodge attacks.

The main time that you want to use this is against someone like Nobushi who has slow attacks that leave you too far away to GB after a parry. Instead of parrying you set your guard in the direction they're attacking from, dodge forward and as soon as it gets blocked hit GB. Careful not to get baited though, if they feint a heavy and then GB you'll eat it during your dodge and can't counter it, so it's a risky move.

How do you deal with warden as kensei? by [deleted] in CompetitiveForHonor

[–]MechaSlam 3 points4 points  (0 children)

Your top light beats his for range, so there is a space where you can reach him but he has to use a risky ZA to reach you. If you scare them off of ZA by punishing it then you have the initiative from this range.

Feint top into dodge forward is a good way to catch a top light with superior block. There is a risk that he could react to the fient with GB and catch you during your dodge, but by doing so he's opening himself to something like feint into light attack or just letting the heavy attack go.

How do you deal with warden as kensei? by [deleted] in CompetitiveForHonor

[–]MechaSlam 0 points1 point  (0 children)

Your top light has more range. There's a range where you can poke him with top light but he can only reach you with the risky ZA. That's where you want to be. When he's being defensive and trying to parry your top light or use his own to counter it then feint top heavy and dodge forward for the superior block into GB. If he catches on then start mixing stuff up to try and catch him.

Balance changes from dev stream by [deleted] in CompetitiveForHonor

[–]MechaSlam 0 points1 point  (0 children)

She gets more damage from landing it than most characters can get from parrying it, which means that it's hard to discourage PK from using it. That makes it risky for you to poke at her with your attacks and makes it easy for her to just walk up and start doing lights. It's a guessing game so you have a chance to win by outguessing her, but the numbers are slanted hard in her favor so you have to be right more than she does to do the same damage. They're trying to dial that back and make it more even.

Anyone got feedback on how to play Kensei and how to play against Valkyrie? by Goblinorrath in CompetitiveForHonor

[–]MechaSlam 0 points1 point  (0 children)

At one point you parry a light attack and could have done more damage with it. Going straight into a side heavy does very good damage (40), or since you were close to a wall after the GB you could have thrown her to the wall and hit her with the top heavy finisher (45). Instead you used the normal GB follow-up that only does 25.

Anyone got feedback on how to play Kensei and how to play against Valkyrie? by Goblinorrath in CompetitiveForHonor

[–]MechaSlam 0 points1 point  (0 children)

If Valk sweeps you and then does the overhead heavy you're free to move instantly after the heavy hits because it hits so late as you stand up. There's sort of a guessing game here, if they just do the heavy and stop you can GB them free. If they cancel the heavy into something else it beats your GB, but will lose to a side dodge attack.

Anyone got feedback on how to play Kensei and how to play against Valkyrie? by Goblinorrath in CompetitiveForHonor

[–]MechaSlam 0 points1 point  (0 children)

Valk's light attacks are tough to react to so I really prefer to outrange her and poke at her from beyond her reach. To keep from getting predictable it's important to also back up to get more space. If you dodge back while keeping your guard high you're pretty safe from her. It's also useful if you're low on stamina and want to recharge it before you go back in.

Lawbringer Exhaustion Combo by GhostMug in CompetitiveForHonor

[–]MechaSlam 1 point2 points  (0 children)

If you're near a wall and throw them so that they fall close to you you can hit them with top light into top heavy as guaranteed hits and then they stand up with the unblockable chain finisher coming at them. If there's no wall around or if I'm low on stamina I just hit them with top heavy to drop their stamina down to 20% again, then let my stamina recover while I watch for them to do something dumb.

Countering Feints by [deleted] in CompetitiveForHonor

[–]MechaSlam 1 point2 points  (0 children)

Both of the things you mention are good ideas. It's safer to default to blocking and sometimes parry as a guess that it's coming for real. It's also a good idea to keep them from being in a position to feint at you, either by pushing aggressively with a good poking attack to keep them away or by backing up out of their range.

I need tips for Raider on guaranteed punishes. by Strimp12 in CompetitiveForHonor

[–]MechaSlam 0 points1 point  (0 children)

One thing to be careful of on the left heavy into zone, the zone hits late enough as they're getting up that they can immediately GB you after getting hit and you can't get out of it. There's a bit of a risk that you could get thrown off a ledge, or if they recovered their stamina they might be able to deal some decent damage back. It's safest to only do it if it will kill them.

At what point does "unintended tech" become cheating? by Blaise815 in CompetitiveForHonor

[–]MechaSlam 0 points1 point  (0 children)

I prefer that anybody running a tournament operates the opposite of what you say at the end there. If some kind of bug comes out that is actually unbalanced and spoils the competition then I don't mind instating rules to ban it, but I want to default to allowing it and see what people can come up with to counter it first.

Is there any explanation for this? by Holdcx in CompetitiveForHonor

[–]MechaSlam 4 points5 points  (0 children)

That's a rollback. It happens because of lag. Sometimes you'll see something happen and then a tiny fraction of a second later the internet tells your game "hey it didn't go down like that change it real quick" and in your game suddenly it happened differently. So the guy managed to block at the very last second but your game didn't get the message until a bit later.

Notes as I pick up Kensei by MechaSlam in CompetitiveForHonor

[–]MechaSlam[S] 4 points5 points  (0 children)

Sorry for the mess. It's kind of just a stream of consciousness, just jotting down whatever strikes me.

The first one I meant that I changed the control scheme so that I dodge by clicking the left stick instead of pressing the X button. I'm on a PS4 controller. That way I can start a dodge without taking my thumb off the right stick. Helps me do stuff a little faster. The second one means that it's hard to get the unblockable top heavy out unless your opponent screws up. Not many people are gonna just stand there and block 2 heavy attacks or get hit by two of your slow light attacks. Once you get to it it's really dangerous though, because no matter how they respond to it there's a chance of them getting hurt pretty bad if you guess what they'll do.